;
;
;Ulitimate Civ II - Civilopedia Descriptions Text File -- Copyright (c) 1997 MicroProse Software, Inc. 
;
;This file contains the descriptions of all the Civilization Advances, City Improvements, Wonders of
;the World, Units, and Game Concepts displayed in the Civilopedia. It is designed to be adaptable to
;conform to customized scenarios by the replacing existing text with scenario-specific text.
;
;PLEASE MAKE A COPY OF THE ORIGINAL TEXT FILE BEFORE YOU MAKE ANY CHANGES!
;
;
;

@ADVANCE_DESCRIPTIONS
;
;Translation Note: This section consists (verbatim) of the following files from the original Civilopedia, ;strung together to make one contiguous section: ADVANC1.PDE, ADVANC2.PDE, ADVANC3.PDE,
;and ADVANC4.PDE. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Amphibious Warfare will be the 55'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@ADVANCE_INDEX
0,			; Advanced Flight
1,			; Alphabet
54,			; Amphibious Warfare
2,			; Astronomy
3,			; Atomic Theory
4,			; Automobile
5,			; Banking
6,			; Bridge Building
7,			; Bronze Working
8,			; Ceremonial Burial
9,			; Chemistry
10,			; Chivalry
11,			; Code of Laws
55,			; Combined Arms
12,			; Combustion
13,			; Communism
14,			; Computers
15,			; Conscription
16,			; Construction
17,			; The Corporation
18,			; Currency
19,			; Democracy
56,			; Economics
20,			; Electricity
21,			; Electronics
22,			; Engineering
57,			; Environmentalism
58,			; Espionage
23,			; Explosives
24,			; Feudalism
25,			; Flight
59,			; Fundamentalism
26,			; Fusion Power
27,			; Genetic Engineering
60,			; Guerrilla Warfare
79,			; Gunpowder
80,			; Horseback Riding
81,			; Industrialization
82,			; Invention
83,			; Iron Working
28,			; Labor Union
61,			; The Laser
62,			; Leadership
29,			; Literacy
63,			; Machine Tools
30,			; Magnetism
31,			; Map Making
32,			; Masonry
33,			; Mass Production
34,			; Mathematics
35,			; Medicine
36,			; Metallurgy
64,			; Miniaturization
65,			; Mobile Warfare
37,			; Monarchy
66,			; Monotheism
38,			; Mysticism
39,			; Navigation
40,			; Nuclear Fission
41,			; Nuclear Power
42,			; Philosophy
43,			; Physics
44,			; Plastics
-1,			; Plumbing
68,			; Polytheism
45,			; Pottery
69,			; Radio
46,			; Railroad
47,			; Recycling
48,			; Refining
70,			; Refrigeration
49,			; The Republic
50,			; Robotics
51,			; Rocketry
71,			; Sanitation
72,			; Seafaring
52,			; Space Flight
73,			; Stealth
53,			; Steam Engine
84,			; Steel
85,			; Superconductor
74,			; Tactics
75,			; Theology
86,			; Theory of Gravity
87,			; Trade
88,			; University
76,			; Warrior Code
77,			; The Wheel
78,			; Writing
67,			; Future Technology
-1,			; User Def Tech A
-1,			; User Def Tech B
-1,			; User Def Tech C
-1,			; Extra Advance 1
-1,			; Extra Advance 2
-1,			; Extra Advance 3
-1,			; Extra Advance 4
-1,			; Extra Advance 5
-1,			; Extra Advance 6
-1,			; Extra Advance 7
-2,			; MUST BE HERE! TERMINATOR!

@@No Descriptions


@IMPROVEMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the IMPROV.PDE text file in the original
;Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Palace will be the 16'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@IMPROVEMENT_INDEX
-1,			; Nothing
15,			; Palace
2,			; Barracks
8,			; Granary
22,			; Temple
12,			; MarketPlace
10,			; Library
6,			; Courthouse
4,			; City Walls
0,			; Aqueduct
1,			; Bank
3,			; Cathedral
23,			; University
13,			; Mass Transit
5,			; Colosseum
7,			; Factory
11,			; Manufacturing Plant
18,			; SDI Defense
17,			; Recycling Center
16,			; Power Plant
9,			; Hydro Plant
14,			; Nuclear Plant
34,			; Stock Exchange
32,			; Sewer System
35,			; Supermarket
36,			; Superhighways
30,			; Research Lab
31,			; SAM Missile Battery
26,			; Coastal Fortress
33,			; Solar Plant
37,			; Harbor
27,			; Offshore Platform
24,			; Airport
28,			; Police Station
29,			; Port Facility
-1,			; Transporter
21,			; SS Structural
19,			; SS Component
20,			; SS Module
25,			; (Capitalization)
-2,			; MUST BE HERE! TERMINATOR!

@@Aqueduct
Aqueducts 

@@Bank
A banking system 

@@Barracks
Barracks

@@Cathedral
Throughout 

@@City Walls
Before 

@@Colosseum
The theatre 

@@Courthouse
Courthouse

@@Factory
Armouries 

@@Granary
The Magazine 

@@Hydro Plant
Hydro

@@Library
During the

@@Manufacturing Plant
Plant

@@Marketplace
As cities

@@Mass Transit
Mass

@@Nuclear Power Plant
Nuclear
 
@@Palace
When populations 

@@Power Plant
Power

@@Recycling Center
Center

@@SDI Defense
Defense

@@Spaceship Component
Component

@@Spaceship Module
Module

@@Spaceship Structural
Space

@@Temple
The Catholic

@@University
Delays

Universities 
Uni

@@Airport
Air

@@Capitalization
The Reichsgelder 

@@Coastal Fortress
Fort

@@Offshore Platform
Oil

@@Police Stations
Pigs

@@Port Facilities
The Wire

@@Research Lab
28 days later

@@SAM Missile Battery
Sam

@@Sewer System
Poo

@@Solar Power Plant
Green

@@Stock Exchange
Bonuses

@@Supermarket
Rip off

@@Superhighway
Pollution

@@Harbor
In order  

@WONDER_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the WONDER.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry, but adjusted by NUM_IMPROVEMENTS.
; For example, Adam Smith's Trading Co. will be the 0'th (remember,
; the list is zero based)(INDEX - NUM_INPROVEMENTS) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@WONDER_INDEX
21,			; Pyramids
9,			; Hanging Gardens
2,			; Colossus
15,			; Lighthouse
7,			; Great Library
20,			; Oracle
8,			; Great Wall
25,			; Sun Tzu's War Academy
13,			; King Richard's Crusade
18,			; Marco Polo's Embassy
19,			; Michelangelo's Chapel
3,			; Copernicus' Observatory/Hegel's Dialectic
16,			; Magellan's Expedition
23,			; Shakespeare's Theatre
14,			; Leonardo's Workshop
12,			; J. S. Bach's Cathedral
11,			; Isaac Newton's College
0,			; Adam Smith's Trading Co.
5,			; Darwin's Voyage
24,			; Statue of Liberty
6,			; Eiffel Tower
27,			; Women's Suffrage
10,			; Hoover Dam
17,			; Manhattan Project
26,			; United Nations
1,			; Apollo Program
22,			; SETI Program
4,			; Cure for Cancer
-2,			; MUST BE HERE! TERMINATOR!

@@Adam Smith's Trading Co.
When the Elector of Hanover succeeded to the English crown as King George I, Hanover became a source of conflict in British foreign policy. Many politicians opposed the use of British military forces to defend what was the King's personal province. William Pitt (the Elder) saw value in using Hanover to drain French resources so Britain could concentrate on the conquest of Canada, the West Indies, and India. Britain's strategy was to subsidize Frederick the Great and to provide an army to divert the French and to defend Hanover. Pitt was later to boast of having 'won Canada on the banks of the Rhine'.


@@Apollo Program


@@Colossus
The Silesian Guilds controlled the production of a number of commodities, particularly textiles. This system was very productive, and together with the rich mines of Silesia, made the provincial capital of Breslau very prosperous.

@@Copernicus Observatory
Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the planets revolved around it. This knowledge was lost during the Dark Ages, but was re-introduced in the early 16th Century by Nicholas Copernicus. Copernicus' research and theories form the foundation for modern astronomy. Copernicus collected his data from his observatory, a small room in the spire of an East Prussian cathedral. His research methods and observations also marked the rebirth of the scientific method, and were an important step in the advance of knowledge.

@@Cure for Cancer
Schloss Nymphenburg or the Nymphenburg Palace is a Baroque palace in Munich, Bavaria. The palace was commissioned by the elector Ferdinand in 1664. The centre pavilion was completed in 1675. Starting in 1701, his son Maximilian II conducted a systematic expansion of the palace. For many years, the palace was the summer residence of the rulers of Bavaria. 


@@Darwin's Voyage


@@Eiffel Tower
The Prague Castle is the largest medieval castle complex in Europe and the ancient seat of Czech kings throughout the ages. The first known building on the site of Prague Castle was erected in the 9th century. Additions were built intermittently over the centuries. The complex includes Saint Vitus Cathedral, St. George's Basilica, several palaces, and a monastery. It represents the power and prestige of the Habsburg (Austrian) Empire, and it's capture provides a corresponding increase in prestige to the new owner.


@@Great Library


@@Great Wall
Sbastien Le Prestre de Vauban (1633-1707), is considered one the of the greatest military engineers of all time. In his life he was responsible for the fortification of over 160 places in France, however his major contribution to warfare was his methods of attack, which revolutionised siege warfare. He was appointed Commisary General of Fortifications, and his duties led him all over France, inspecting existing fortifications and identifying new sites to be fortified. 


@@Hanging Gardens
Sans Souci (French "without cares") is the former summer palace of Frederick the Great, at Potsdam, just outside Berlin. Sans Souci is in the Rococo style and is notable for the numerous temples and follies in Sans Souci Park. It was designed by Georg Wenzeslaus von Knobelsdorff between 1745 and 1747 to fulfil Frederick's need for a private residence where he could relax away from the pomp and ceremony of the Berlin court.

@@Hoover Dam


@@Isaac Newton's College
Franois-Marie Arouet (21 November 1694  30 May 1778), better known by the pen name Voltaire, was a French Enlightenment writer, essayist and philosopher known for his wit and defense of civil liberties, including freedom of religion and the right to a fair trial. He was an outspoken supporter of social reform despite strict censorship laws in France and harsh penalties for those who broke them. A satirical polemicist, he frequently made use of his works to criticize Church dogma and the institutions of his day. While in exile for several years in England, he became a strong supporter of the ideas of Isaac Newton. In 1749, at the invitation of the Frederick II, King of Prussia, he moved to Potsdam, where he stayed until 1753.


@@J.S. Bach's Cathedral
Schonbrunn Palace, known as the 'Hapsburg Versailles', was the summer residence of Austria's imperial family. Maria Theresa's reign marked the opening of a brilliant epoch in Schnbrunn's history, with the palace becoming the centre of court and political life. Under her personal influence and the supervision of the architect Nikolaus Pacassi, Joseph I's grand hunting lodge was rebuilt and extended into a palatial residence.


@@King Richard's Crusade
The Pragmatic Succession of 1713 was Hapsburg Emperor Charles VI's decree that his daughter, Maria Theresa should succeed him. Although most European powers recognized the Pragmatic Succession, on the death of Charles VI, Frederick II of Prussia invaded the Austrian province of Silesia, leading to the War of the Austrian Succession (1740-48). Seeking support, Maria Theresa appeared before the Hungarian Diet holding her newborn son and entreated Hungary's nobles to support her. They did, and Hungary became a powerful centre of support for Maria Theresa and her war against Frederick.

@@Leonardo's Workshop


@@Lighthouse


@@Magellan's Expedition


@@Manhattan Project


@@Marco Polo's Embassy


@@Michelangelo's Chapel

@@Oracle
The Notre-Dame de Reims (Our Lady of Rheims) is the Cathedral of Rheims. It was built on the site of the basilica where Clovis was baptized by Saint Rmy, bishop of Reims, in AD 496. The cathedral was completed by the end of the 13th century, with the exception of the west front, which was finished in the 14th. As the site where the kings of France were crowned, it is a powerful symbol of the French monarchy.

@@Pyramids
The Hofburg in Vienna is the former Austrian imperial residence and seat of government. The Habsburg bureaucracy was responsible for the more or less efficient administration of the empire, including the distribution of grain and regulation of trade.

@@SETI Program


@@Shakespeare's Theatre
Der Altstadt or the old city of Dresden was a beautiful example of Baroque architecture, famous throughout Europe. It was a source of joy and pride to the citizens of Dresden.

@@Statue of Liberty


@@Sun Tzu's War Academy


@@United Nations

@@Women's Suffrage


@UNIT_DESCRIPTIONS
;
@@UNIT_INDEX
49,			; Settlers
21,			; Engineers
43,			; Warriors
46,			; Phalanx
2,			; Archers
33,			; Legion
47,			; Pikemen
36,			; Musketeers
23,			; Fanatics
45,			; Partisans
1,			; Alpine Troops
48,			; Riflemen
34,			; Marines
44,			; Paratroopers
35,			; Mech. Inf.
29,			; Horsemen
13,			; Chariot
20,			; Elephant
14,			; Crusaders
32,			; Knights
19,			; Dragoons
12,			; Cavalry
3,			; Armor
11,			; Catapult
7,			; Cannon
4,			; Artillery
30,			; Howitzer
24,			; Fighter
6,			; Bomber
28,			; Helicopter
39,			; Stlth Ftr.
38,			; Stlth Bmbr.
42,			; Trireme
9,			; Caravel
27,			; Galleon
26,			; Frigate
31,			; Ironclad
17,			; Destroyer
16,			; Cruiser
0,			; AEGIS Cruiser
5,			; Battleship
40,			; Submarine
10,			; Carrier
41,			; Transport
15,			; Cruise Msl.
37,			; Nuclear Msl.
18,			; Diplomat
50,			; Spy
8,			; Caravan
25,			; Freight
22,			; Explorer
51,			; Chon-ee
52,			; Colonist
53,			; Mupbu
54,			; RA-MARU
55,			; Sulka
56,			; War Dog
57,			; Kestrel
58,			; Benthon
59,			; Liwyathan
60,			; Spithre
61,			; Drakon
62,			; Teleporter
63,			; Cyborg
64,			; Plasman
65,			; Entrix
66,			; Magog
67,			; Xaos Missile
68,			; Dreadnought
69,			; Eightball
77			; No Unit
78			; No Unit
79			; No Unit
70,			; Hoy Groot
71,			; Pronat
72,			; Ongshawk
73,			; Honata
74,			; Jiraki
75,			; Denshuk
76,			; Wuk Turr
-2,			; MUST BE HERE! TERMINATOR!

@@AEGIS Cruiser

@@Alpine Troops

@@Archers

@@Armor

@@Artillery

@@Battleship

@@Bomber

@@Cannon

@@Caravan

@@Caravel

@@Carrier

@@Catapult

@@Cavalry

@@Chariot

@@Crusaders

@@Cruise Missile

@@Cruiser

@@Destroyer

@@Diplomat

@@Dragoons

@@Elephant

@@Engineers

@@Explorer

@@Fanatics

@@Fighter

@@Freight

@@Frigate

@@Galleon

@@Helicopter

@@Horsemen

@@Howitzer

@@Ironclad

@@Knights

@@Legion

@@Marines

@@Mechanized Infantry

@@Musketeers

@@Nuclear Missile

@@Stealth Bomber

@@Stealth Fighter

@@Submarine

@@Transport

@@Trireme

@@Warriors

@@Paratroopers

@@Partisans

@@Phalanx

@@Pikemen

@@Riflemen

@@Settlers

@@Spy

@@Chon-ee

@@Colonist

@@Mupbu

@@RA-MARU

@@Sulka

@@War Dog

@@Kestrel

@@Benthon

@@Liwyathan

@@Spithre

@@Drakon

@@Teleporter

@@Cyborg

@@Plasman

@@Entrix

@@Magog

@@Xaos Missile

@@Dreadnought

@@Eightball

@@Hoy Groot

@@Pronat

@@Ongshawk

@@Honata

@@Jiraki

@@Denshuk

@@Wuk Turr


@TERRAIN_AND_RESOURCE_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the TERRAIN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Settlers will be the 50'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@TERRAIN_INDEX
0,			; Desert
8,			; Plains
3,			; Grassland
1,			; Forest
4,			; Hills
6,			; Mountains
11,			; Tundra
2,			; Glacier
10,			; Swamp
5,			; Jungle
7,			; Ocean
24,			; Oasis
12,			; Buffalo
3,			; Grassland
18,			; Pheasant
13,			; Coal
21,			; Gold
18,			; Game
23,			; Ivory
26,			; Peat
20,			; Gems
14,			; Fish
25,			; Desert Oil
30,			; Wheat
3,			; Grassland
27,			; Silk
31,			; Wine
22,			; Iron
16,			; Furs
25,			; Glacier Oil
28,			; Spice
15,			; Fruit
29,			; Whales
-2,			; MUST BE HERE! TERMINATOR!

;Terrain Types
@@Desert
Deserts are arid stretches of land characterized by an annual rainfall of less than ten inches. Adding to the dry environment is the fact that, because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. Many deserts are characterized by extremely high daytime temperatures and equally low night time temperatures. Only the hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.

@@Forest
Extensive areas of land covered by a thick growth of trees and related ground vegetation are classified as forests. There are several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they have harvested, help to prevent major ecological damage as a result of deforestation.

@@Glacier
Glaciers are large masses of ice and snow found in mountain regions, and near the north and south poles of the planet, where the rate at which snow and ice melt is less than the rate of snowfall. There are several varieties of glaciers: alpine and piedmont glaciers, which are formed in the valleys of high mountain regions; and ice cap and continental glaciers that may cover large portions of a continent. All glaciers are similar in composition, consisting of upper layers of softer snow and ice crystals, and lower layers of highly compressed, solid ice. Although some glaciers are stationary, some may move anywhere from a few feet to more than 100 feet each day, carving and reshaping the land as they go. Glacial regions are inhospitable, containing little animal life, no plant life, and virtually no resources of any kind.

@@Grassland
The areas of land between desert regions and forests in temperate and tropical climates usually consist of grasslands. These fertile regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many grasslands are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. Grasslands are, therefore, well suited for growing crops, especially grain crops.

@@Hills
Rolling areas of the countryside, often found between plains and more mountainous regions are known as hills, or foothills. These areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the below-ground resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in these regions, given the proper climate.

@@Jungle
In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often destroyed through forestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and animal life are made extinct every day as a result of the destruction of jungles and rain forests.

@@Mountains
Mountains are areas of high elevation, usually consisting of a chain of rugged peaks and valleys. Most mountains are formed when the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. Mountains can also be formed by volcanic action, or through the effects of erosion. Although generally poor agricultural regions, mountains are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also greatly affect the weather patterns of a region by blocking and diverting wind and storms.

@@Ocean
The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution have begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being updated in response to these growing problems.

@@Plains
Plains are vast, open tracts of land, usually with very few trees and covered with vegetation such as sage brush and various grasses. Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits of minerals are also found in plains regions. The indigenous plants of the plains makes them well suited for grazing. Large herds of buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into adequate farmland for the production of grains and the raising of livestock.

@@River
Fed by natural springs, snow melt, and small tributary streams, rivers flow from mountains and other upland sources into larger rivers, lakes, and oceans. Rivers can be found in almost any terrain, from lush jungles and forests to arid desert regions. Since the dawn of civilization, towns and cities have grown up around rivers because the land in river valleys is usually very fertile, and well-suited for farming. In addition, the river provided easy and quick access between towns by boat for trade and travel. Water could be channeled from rivers via aqueducts to cities some distance from the river for the purposes of irrigation. Rivers are also good sources of mineral resources, and can provide power to run machinery and generate electricity.

@@Swamp
Swamps are wetlands which are largely uninhabitable by humans. These areas are usually flooded with water, ranging in depth from a few inches to several feet, due to heavy rainfall and overflow from nearby lakes and rivers. Although inhospitable for human life, swamps are teeming with both animal and plant life. Certain spices and useful substances such as peat, which is used as a fertilizer, can be found in abundance in certain swamp areas. Swampland is often drained, and converted into grassland and plains in order to make it more useful for resource and food production. However, environmental groups have been successful in slowing the destruction of wetlands, and setting up sanctuaries for the wildlife that inhabits these regions.

@@Tundra
In the far-northern regions of the world, and in isolated regions in the Antarctic, there are thousands of miles of barren plains known as tundra. These regions have an extremely low average temperature, and a very short summer season. The primary characteristic of the tundra is a layer of permanently frozen soil known as permafrost just below the topsoil layer, which prevents many plants from taking root and making agriculture all but impossible. Like deserts, the tundra receives little precipitation; however, the flat, frozen ground keeps groundwater from draining, forming bogs where various grasses, moss, and other simple vegetation can grow. Despite the harsh environment, a wide variety of animal life flourishes in the tundra, providing possible sources of food, and providing trade potential for the fur and trapping industry.

;Special Resources

@@Buffalo
The plains areas of the world are inhabited by roaming herds of many different varieties of animals. These herd animals have been hunted, both for sport and for food and pelts, throughout history. Some of these animals can even be domesticated and used for farming and other purposes. One of the most widespread herd animals is the buffalo, various species of which are found throughout the world. Bison, commonly referred to as buffalo, were once the most dominant species of the North American plains. Bison were a valuable resource to native American tribes, who hunted the animals as a source of food and pelts. When European settlers began to expand to the west, the bison was hunted to the brink of extinction by thrill-seekers and sports hunters.

@@Coal
More than 300 million years ago, plant life growing in swamps began to decompose. Layers of sand and mud covered the decomposing plants, and the decaying plants were compressed by the combined weight of water and sediment. Over time, the plant matter hardened and became coal. Coal deposits are mined all over the world, and coal was one of the major fuel sources in the world through the 1970's. In many countries, concern over the environmental effects of the burning of coal has led to a decline in its use. The smoke produced by burning coal has a high acid content, and creates an environmental condition known as "acid rain", which is harmful to plant and animal life. Despite the environmental concerns, some of the largest coal mines in the U.S. each still produce more than 450,000 metric tons annually, making coal mining a very profitable industry.

@@Fish
Prevailing winds, ocean currents, and deep water trenches can often combine to produce conditions that are optimum for fishing. In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply by establishing a thriving fishing industry.

@@Fruit
The tropical environments that are so conducive to the growth of jungles also provide the perfect environment for growing certain fruits. Bananas, for example, originally native to the jungles of Southeast Asia, are an excellent, naturally occurring food crop. Many such fruits, including the banana, can be transplanted and grown in similar climates all over the world.

@@Furs
Throughout history, animal furs have been valuable commodities for trade and sale. Many different types of animals including minks, rabbits, and beavers have been captured by trappers for the purpose of obtaining their pelts for use in the making of clothing and other items. The exploration and colonization of the New World caused the fur industry to boom by making a variety of furs readily available. By the late 1800's, farms were set up specifically to raise animals for the fur industry. Starting in the 1970's, environmentalists and animal rights groups have lobbied to change public opinion concerning the harvesting and sale of furs. Despite these vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.

@@Game (Forest)
@@Pheasant
Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.

@@Musk Ox
Settlements in the sparse tundra regions of the arctic cannot raise crops and domestic animals for food due to the harsh conditions. They are, therefore, much more dependent on the hunting and trapping of local wildlife for food. The many species of birds and small game, as well as larger animals such as elk and caribou, provide a source of food in an environment that is otherwise barren and inhospitable.

@@Gems
Gemstones, treasured throughout time for their beauty and value, have always been a sought-after commodity. Most gemstones, such as diamonds, are mined in various areas throughout the world, most notably Africa. Some of the most notable gem deposits, however, have been found in archeological digs. The ruins of ancient civilizations in the jungles of Central and South America have sometimes been found to hide large quantities of precious and semi-precious gems, as well as gold and other items of value. The discovery of such a site can lead to an increase in trade in the areas surrounding the dig, as both professional and amateur treasure hunters swarm to the region to seek their fortune.

@@Gold
Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything from jewelry to electronics, and has been established as the basis for monetary systems world wide. The factor that makes gold valuable is its rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. An historical example of this phenomenon are the many towns that grew and prospered over a relatively short time during the California gold rush in America during the 1800's.

@@Iron
When early civilizations began to use metal to construct tools and weapons, the most commonly used metal was bronze. Bronze had the advantage of being readily available and easy to work with. Unfortunately, it was too soft to hold an effective edge. In the mid-14th century in central Europe, iron replaced bronze as the metal of choice, and the Iron Age was begun. Since this time, iron has been a valuable commodity. Deposits of iron and iron ore found in mountains are mined and processed for use in their raw form, and in the production of steel.

@@Ivory
Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade was once a widespread and profitable venture.

@@Oasis
In rare instances, underground reservoirs or rivers beneath a desert may run near the surface, forming a lake in the middle of an otherwise barren region of land. The presence of water allows plants to grow, and may even attract animal life. An oasis makes it easier for human settlements to survive in desert climates by providing rich soil for the growing of food crops. Since they are so rare, oases are fiercely guarded by desert dwellers who are lucky enough to stumble across them.

@@Oil
Oil has been known to humans since ancient times. Oil deposits found on the surface were used for centuries for waterproofing and fuel purposes. But it was not until the coming of the Industrial Revolution that civilization began to form a dependence on petroleum products. The widespread use of oil for fuel, lubrication, and other purposes led to a search for larger supplies. In the mid 1800's, the first oil wells were drilled, marking the beginning of a tremendously important and profitable industry. Today, with the world's oil supplies dwindling and the demand for oil constantly rising, oil is a more valuable resource than ever.

@@Peat
Some bogs and swamps contain a brown organic material known as peat. Peat is made up of partially-decomposed plant matter, and has a high carbon content. Although dried peat is sometimes compressed and burned as fuel, the most valuable use for peat is as a fertilizer and mulch for farming and gardening. The high mineral content and its ability to retain moisture make peat well-suited to this purpose.

@@Silk
Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon is woven into cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk is still very popular in many types of clothing and other goods.

@@Spice
Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor distasteful to animals. Oddly enough, many of these plants were sought by humans because of these smells and tastes. A profitable spice trade was begun by merchants in the Middle East before 2000 BC. Spices are used now, as they were in the ancient world, to preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow in tropical or swampy regions of the world.

@@Whales
Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the late 1980's.

@@Wheat
Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.

@@Wine
Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well known for their fine wines, and derive a significant portion of their economy from wine making.

@GOVERNMENT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the GOVERN.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;
; The index is a mapping to the rules file. The labels to the right are the entries, IN ORDER,
; that are in the rules.txt file. The number to the left is the description below that
; corresponds to the rules entry. For example, Fundamentalism will be the 5'th (remember,
; the list is zero based) description below begining with @@.
; Only ONE entry per line, number MUST BE TERMINATED WITH A COMMA.
; The list must terminate with a -2. A -1 indicates no desription, do not list or index.
;
@@GOVERNMENT_INDEX
0,			; Anarchy
1,			; Despotism
5,			; Monarchy
2,			; Communism
4,			; Fundamentalism
6,			; Republic
3,			; Democracy
-2,			; MUST BE HERE! TERMINATOR!

@@Anarchy
Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you can rebuild a new government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH. However, no taxes are collected during a period of Anarchy, and no scientific research is conducted.

@@Despotism	
In a Despotism, the ruler has absolute control over his or her subjects, and this control is usually enforced by the military. This system has a tendency to minimize individual freedom, and reduce the efficiency of production efforts. 

* Each unit above the city size costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Despotism has a high rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Despotism, Tax/Luxury/Science rates cannot be set higher than 60%.
* Any terrain square that ordinarily produces three or more of any resource (Food, Shields, or Trade) produces one less.
* Because of Despotism's high rate of corruption, it is almost always an inferior form of government. Try to switch to a Monarchy as soon as possible.

@@Communism
A Communist government is ruled by a controlling party, with a single person, known as a chairman, acting as the head of state. In a true Communist system, all property is owned collectively by the people, and labor is organized to be equally advantageous to all people. This ideal has never truly been realized, however, and the "Communist" governments of the world are usually much different.

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat two Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes two unhappy citizens content.

Under Communism, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption.

* All Spy units produced under Communist governments are Veterans.
* Under Communism, Tax/Luxury/Science rates cannot be set higher than 80%. 

* Communism is best for large, far-flung empires that need to maintain a large military.
* Use your powerful Spies to steal technology from the capitalist pigs!

@@Democracy
A Democracy is ruled by a president elected by the people. The rulings of the president are subject to review by the Senate, a group of elected representatives who serve the best interests of the citizens. Democracy allows its citizens a higher degree of personal freedom and involvement than any other form of government.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes two citizens in its home city to become unhappy.

Democracies experience no corruption or waste.

* Tax/Luxury/Science rates can be set to any level desired.
* Under a Democracy, each square that ordinarily produces at least one unit of Trade produces an extra unit of Trade.
* The units and cities of a Democracy are immune to bribery in any form.
* Your senate may force a peaceful solution in a conflict.

* Democracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations.
* Increasing your Luxury rate and building Improvements and Wonders can help alleviate unhappiness.

@@Fundamentalism
Fundamentalism is a form of government organized around a central set of beliefs. These beliefs, usually religious in nature, form a rigid guideline for the actions and reactions of both the ruler and the people. In a Fundamentalist society, the people and the rulers are entirely devoted to their beliefs, and are usually willing to die to preserve them.

* Each unit beyond the eighth unit costs one Shield per turn (except Fanatics, which never require maintenance).
* Settlers eat two Food per turn.

Under Fundamentalism, no citizen is ever unhappy!

Fundamentalism has a very low rate of corruption.

* Under Fundamentalism, Tax/Luxury/Science rates cannot be set higher than 80%.
* Under Fundamentalism, all Science production is HALVED.
* Improvements that normally convert unhappy citizens to content citizens produce "tithes" (money) equivalent to the number of people they would normally convert, and require no maintenance.
* The diplomatic penalties for terrorist acts committed by Diplomats and Spies is reduced.

* Fundamentalism eliminates all happiness problems and provides excellent revenue, although research tends to languish.

@@Monarchy
A Monarchy is ruled by a single person, known as a monarch. The monarch's rule is less absolute than that of a despot, and he or she usually has the acceptance of at least the upper-class. The aristocrats under this system of government have some economic freedom, allowing the civilization to be more productive. 

* Each unit beyond the third unit costs one Shield per turn.
* Settlers eat one Food per turn.

Up to three military units in each city institute "martial law". Each of these units makes one unhappy citizen content.

Monarchy has a moderate rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Monarchy, Tax/Luxury/Science rates cannot be set higher than 70%.

* Monarchy is an excellent form of government for a young civilization.

@@Republic
A Republic is an assembly of autonomous city-states under the control of a central government. Although the central government has the ultimate say in matters that affect the society as a whole, the city-states are given a certain amount of latitude in the governing of local affairs. Decisions are made by the ruler, but are subject to review by a group of officials known as the Senate.

* Each unit costs one shield per turn.
* Settlers eat two Food per turn.

Each unit beyond the first unit that is not in a friendly city (or in a Fortress within three squares of a friendly city) causes one citizen in its home city to become unhappy.

Republics experience a low rate of corruption and waste. The farther a city is from your capital, the higher its level of corruption.

* Under a Republic, Tax/Luxury/Science rates cannot be set higher than 80%.
* Your senate may force a peaceful solution in a conflict.

* Switching to a Republic can give an astounding boost to your Science and Luxury revenues, although you will probably be forced to shift some Trade to Luxuries in order to prevent unhappiness.
* Republics make it difficult and expensive to keep a sizable army in the field, but building certain Improvements and Wonders can help to alleviate this problem.

@CONCEPT_DESCRIPTIONS
;
;Translation Note: The text in this section comes, verbatim, from the CONCEPT.PDE text file in the ;original Civilopedia. (French and German versions are .PDF and .PDG respectively.)
;

@@VERY IMPORTANT!

THIS GAME MUST BE LAUNCHED WITH THE CIV2 UNLIMITED LAUNCHER!

COPY AND PASTE THESE TWO FILES IN THE MAIN ToT FOLDER: 

THIS WILL NOT OVERWRITE ANYTHING, IT IS AN ALTERNATIVE LAUNCHER<

You need to put the Civ2Unlimited.exe and .dll files into the main ToT folder and double click the .exe to launch Civ2 (or create a shortcut to the desktop). Civ2Unlimited was created by Elys and it allows more units than the original 2048 limit.<br>

YOU MUST RUN THE FORTRESS BATCH FILE BEFORE BEGINING THE SCENARIO (PICK OPTION 1 TO LOAD WINTER 1941 FILES) AND AT SEVERAL POINTS DURING THE SCENARIO WHEN PROMPTED VIA EVENT TEXT POP UP!

YOU GET TO MOVE BEFORE THE AI TO FARMILIARIZE YOURSELF WITH THE SITUATION. THE AI TURN IS QUITE LONG BUT BEAR WITH IT, IT WILL SPEED UP AS THE GAME PROGRESSES!

@@House rules
No building new cities, only re-building destroyed ones.

No selling of city walls

If upon capture the city walls are destroyed they must be rebuilt immediately (if you wish use the CivCity utility).

No intentional destruction of cities. If it happens in the middle of a battle and cannot be avoided then so be it!

Do not negotiate with the Axis!

Only Fleet Air Arm aircraft are allowed to operate from Carriers. Other aircraft may be transported on them though.

The Airlift unit may only carry two units and only carries Infantry or Royal Artillery, no tanks!

Ireland is neutral, no airbases on their territory. Northern Ireland is ok.

No air protected stacks at sea. I decided not to give U-Boats the attack air flag as they were shooting down Bombers on missions against Germany!

Do not attack Spain, Turkey or the Neutrals unless they attack you!

No exploits (IE exploiting the Factory events in an unrealistic manner).

Ship chaining, black clicking etc...

@@ORDERS FROM THE HIGH COMMAND:
During the game you will recieve several sets of orders from the High Command. These must be carried out if you want to complete the game. Ignoring them is not an option! You can still follow alternative strategies, but only after you have completed your missions. I know this may not suit everyone, but I think it makes the game more challenging and it is realistic that in wartime you often have to carry out orders you don't necessarily agree with for political reasons (IE keeping Churchill, Roosavelt and Stalin happy!).

@@THE ALLIED ECONOMY:
In the early stages of the scenario money will be tight and you will need to allocate resources sparingly to avoid the economic defecit bankrupting the Allies. There are two main ways of keeping the balance books in the black: 1) Lend Lease deliveries 2) Strategic Bombing.

@@LEND LEASE AND THE BATTLE OF THE ATLANTIC:
Save your money! Events will create Lend Lease ships in New York. These should be shipped to Britain to keep the Allied economy going. If you lose too many Lend Lease shipments you will have some severe fanancial problems. If I have calculated correctly you chould be OK if you beat the U-Boats in the Battle of the Atlantic. Later in the game your economic situation will improve as you take control of more Axis cities and build economic improvements. To deliver the Lend Lease shipments simply attack the Dockyard unit near Liverpool. The destruction of the Lend Lease will trigger an plus money event for the allies and will also create an Armoured unit in the Middle East and later on in Britain.

@@STRATEGIC BOMBING:
I have strugged with this concept and ended up deciding to reward the Allied player financially every time an Axis factory is destroyed. Every time a factory is destroyed a new one will be spawned at a random location next to a major German city. Re-spawning of factories will cease once the Allied player enters Germany and begins capturing cities.

@@ENGINEERS/DEFENCES AND TANKS:
Defences are impassable for vehicles. To clear a path for them Enginners need to move into the Defences square, which will use up their movement allowance, and on its following turn use the "Change to Plains" command to clear the mines and wire. Infantry will be useful for protecting the engineers while they are vulnerable as they can cross the wire and set up a defence around the Engineers while they are vulnerable. Once the hole is cleared in the defences the armour can pour through. 
Some cities, mostly on the Atlantic Wall, are built on Defences terrain. Armour cannot attack these cities, bt upon capture an Engineer can change the terrain under the city to Plains.

@@INFANTRY AND COMBINED ARMS:
I have tried to give every unit type a role to play. No single unit will win the game for you, Combined Arms tactics must be employed for success. In many scenarios Infantry units are relegated to a relatively static garrison role. Although Infantry in Fortress Europe are useful defenders they are also great for attacking enemy cities (after all Tanks are not ideally suited to urban warfare) and they can cross the Defences terrain where armour cannot. Infantry also has the 'Alpine' ability from the original game where Armour is better on roads.

@@TURKEY AND SPAIN:
My intention is to start these two countries as Neutrals. Depending on how the game progresses they may join the war. Spain should only ever join if the Axis seem to be getting the upper hand. Turkey may join either side or stay neutral depending on how the war progresses.

@@OPERATION TORCH:
Torch will be represented via events if the Allies meet certain criteria. When playing WWII Europa I replicated Torch with two invasion fleets (from the USA and UK) which was a huge and complex undertaking for limited objectives. I figured that most players would prefer to use the forces for an invasion of mainland Europe from the UK so I added Torch via (ToT's wonderful) events.

@@AIRLIFT UNITS:
The Airlift unit was an idea I borrowed from Eivind's Norwegian Campaing scenario. To use this unit set the units you wish to carry (maximum of 2) to sleep mode. Next select the Airlift unit and select the paradrop option from the orders menu. You can then land these units within the paradrop range. The Airlift unit may only carry Infantry and Royal Artillery, no tanks! Once landed the Airlift unit becomes immobile and  may as well be disbanded. I have not tested the use of these units thoroughly yet. They may need to be tweaked to become economically viable. Only thorough testing will tell. I wanted to include them as it is a neet idea and my great uncle served in the 6th Airlanding Brigade during the war and I have a great interest in this branch of the British Army.

@@MARITIME BOMBERS AND FLEET AIR ARM AIRCRAFT:
These units can only attack Naval units. Maritime Bombers have long range endurance and are excellent sub hunters but they may struggle against bigger ships. Fleet Air Arm Aircraft can operate off of Carriers and have a good chance of sinking most enemy ships, especially when veteran and used in squadrons of two or three.

@@STRONGPOINTS:
The Strongpoint unit is meant to be indestructable. If you scout or attack a city with a Strongpoint don't waste your units attacking it. They can only be destroyed by capturing the city where they are homed to. This is for two reasons:<br>
1) To stop the Soviets getting to Berlin in 1942. Their progress depends on Allied progress disbanding Strongpoints<br>
2) To prevent the Allies launching a ridiculously early invasion of Europe or proforming unrealistic naval outflanking manouvers. You must achieve your missions in the Mediterranean before you can invade Northern Europe!

@@MINES:
Sea mines are not meant to be attacked. They are placed at strategic points to prevent unrealistic naval movements. The only way to destroy them is to capture the city their home city.

@@CHANGING PRODUCTION:
Some cities are building units that the allies don't have the techs for yet. If you change production you will not be able to go back to producing those units until you have the tech. If you click on change production by mistake just click on Auto and then cancel out!

@@WINTER:
During the winter the road movement rate is halved. A text event will prompt you to run the FORTRESS batch file when a change is required.

@@SCORCHED EARTH:<br>
In realality scorched earth tactics are a brutally effective method for slowing down an enemy advance. In CivII against an AI often lacking in direction and co-ordination they can give the player an unrealistic advantage over the Axis who would have quickly unblocked roads, built bridges over rivers and re-laid railway tracks in real life. I have therefore prevented all road and stackable terrain pillaging!

@@BARRACKS AND VETERANS:
As in John Ellis' scenarios I have not included barracks. Most of your troops will be as Green when they first go into combat. Units that survive this test will often gain Veteran status, significantly boosting their combat power. It would be advisable to husband these Veteran troops carefully, rest them where you can, and put them back into combat once they have full health.

@@OBJECTIVES
Lose Suez and you lose the war!
If you end up with less cities than you started with it is a decisive defeat.
Hanging on to what you start with will result in a marginal defeat.
Taking what the Western Allies did historically (140 objectives) will result in a marginal victory.
If you can also take Berlin, Prague, Vienna and Warsaw as well as Norway and Denmark you will have a decisive victory (154 objectives).
Of course you can play on after the scenario officially ends. Who knows how far east you could end up!

@@MY OWN STRATEGY GUIDE (YOU MAY WELL HAVE BETTER IDEAS!)

CONSERVE UNITS
Plan carefully. Throwing away units early on in uncoordinated attacks will leave you very short of manpower. Early on it may be best to conserve units if in doubt as to where to employ them. Thats the way I work. I may just be too cautious though.

HOLD
You should try and hold onto Tobruk and Malta. The loss of these cities could lead to a domino effect of Axis offensive events or may permanently block off the possibility of some future Allied offensive events. I would recomend holding Malta at all costs. The loss of Tobruk would be a blow to the Allies, but making sure you stop the Africa Corps reaching the Suez canal is vital so a strategic withdrawal may be necessary.

@@THANKS

Fairline for the unit graphics. Curtsibling for the city graphics. Catfish for much of the terrain. Agricola and John Petroski for their invaluable playtesting. The Scenario League crew for being so helpful and being generally good sports!

@@Dates
November 1941
1st Week - 1
2nd Week - 2
3rd Week - 3
4th Week - 4

December 1941
1st Week - 5
2nd Week - 6
3rd Week - 7
4th Week - 8

January 1942
1st Week - 9
2nd Week - 10
3rd Week - 11
4th Week - 12

February 1942
1st Week - 13
2nd Week - 14
3rd Week - 15
4th Week - 16

March 1942
1st Week - 17
2nd Week - 18
3rd Week - 19
4th Week - 20

April 1942
1st Week - 21 
2nd Week - 22
3rd Week - 23
4th Week - 24

May 1942
1st Week - 25
2nd Week - 26
3rd Week - 27 
4th Week - 28

June 1942
1st Week - 29
2nd Week - 30
3rd Week - 31
4th Week - 32

July 1942
1st Week - 33
2nd Week - 34 
3rd Week - 35
4th Week - 36

August 1942
1st Week - 37
2nd Week - 38
3rd Week - 39
4th Week - 40

September 1942
1st Week - 41
2nd Week - 42
3rd Week - 43
4th Week - 44

October 1942
1st Week - 45
2nd Week - 46
3rd Week - 47
4th Week - 48

November 1942
1st Week - 49
2nd Week - 50
3rd Week - 51
4th Week - 52

December 1942
1st Week - 53
2nd Week - 54
3rd Week - 55
4th Week - 56

January 1943
1st Week - 57
2nd Week - 58
3rd Week - 59
4th Week - 60

February 1943
1st Week - 61
2nd Week - 62
3rd Week - 63
4th Week - 64

March 1943
1st Week - 65
2nd Week - 66
3rd Week - 67
4th Week - 68

April 1943
1st Week - 69
2nd Week - 70
3rd Week - 71
4th Week - 72

May 1943
1st Week - 73
2nd Week - 74
3rd Week - 75
4th Week - 76

June 1943
1st Week - 77
2nd Week - 78
3rd Week - 79
4th Week - 80

July 1943
1st Week - 81
2nd Week - 82
3rd Week - 83
4th Week - 84

August 1943
1st Week - 85
2nd Week - 86
3rd Week - 87
4th Week - 88

September 1943
1st Week - 89
2nd Week - 90
3rd Week - 91
4th Week - 92

October 1943
1st Week - 93
2nd Week - 94
3rd Week - 95
4th Week - 96

November 1943
1st Week - 97
2nd Week - 98
3rd Week - 99
4th Week - 100

December 1943
1st Week - 101
2nd Week - 102
3rd Week - 103
4th Week - 104

January 1944
1st Week - 105
2nd Week - 106
3rd Week - 107 
4th Week - 108

February 1944
1st Week - 109
2nd Week - 110
3rd Week - 111
4th Week - 112

March 1944
1st Week - 113
2nd Week - 114
3rd Week - 115
4th Week - 116

April 1944
1st Week - 117
2nd Week - 118
3rd Week - 119
4th Week - 120

May 1944
1st Week - 121
2nd Week - 122
3rd Week - 123
4th Week - 124

June 1944
1st Week - 125
2nd Week - 126
3rd Week - 127
4th Week - 128

July 1944
1st Week - 129
2nd Week - 130
3rd Week - 131
4th Week - 132

August 1944
1st Week - 133
2nd Week - 134
3rd Week - 135
4th Week - 136

September 1944
1st Week - 137
2nd Week - 138
3rd Week - 139
4th Week - 140

October 1944
1st Week - 141
2nd Week - 142
3rd Week - 143
4th Week - 144

November 1944
1st Week - 145
2nd Week - 146
3rd Week - 147
4th Week - 148

December 1944
1st Week - 149
2nd Week - 150
3rd Week - 151
4th Week - 152

January 1945
1st Week - 153
2nd Week - 154
3rd Week - 155
4th Week - 156

February 1945
1st Week - 157
2nd Week - 158
3rd Week - 159
4th Week - 160

March 1945
1st Week - 161
2nd Week - 162
3rd Week - 163
4th Week - 164

April 1945
1st Week - 165 
2nd Week - 166
3rd Week - 167
4th Week - 168

May 1945
1st Week - 169
2nd Week - 170
3rd Week - 171
4th Week - 172

June 1945
1st Week - 173
2nd Week - 174
3rd Week - 175
4th Week - 176

July 1945
1st Week - 177
2nd Week - 178
3rd Week - 179
4th Week - 180

August 1945
1st Week - 181
2nd Week - 182
3rd Week - 183
4th Week - 184

September 1945
1st Week - 185
2nd Week - 186
3rd Week - 187
4th Week - 188

October 1945
1st Week - 189
2nd Week - 190
3rd Week - 191
4th Week - 192

November 1945
1st Week - 193
2nd Week - 194
3rd Week - 195
4th Week - 196

December 1945
1st Week - 197
2nd Week - 198
3rd Week - 199
4th Week - 200

@This must be here to terminate search!!!

